well, congratulations on that its already apparent that this car deserves to be working fully from your picture.
glad you sorted it out , hope we can assist in configs if you need us.
out of interest i was going to compare your rvmat too hmmv body.
As you can see there are some subtle differences, some which you may know more about than me ,for instance :
specualarpower of 70 in bis and 1 in yours is obviosly less shine but :
yours = specular[]={0.000000,0.000000,0.000000,1.000000};
Bis = specular[] = {1.0, 1.0, 1.0, 1.0};
yours = NormalMapSpecularMap
Bis = NormalMapSpecularDIMap
yours = NormalMapDiffuse
Bis = NormalMap
maybe these differences mean nothing , but i think for this thread and future refference , it would be nice if someone could explain ,if these would give different results and why / which is best if any ?
ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {1.0, 1.0, 1.0, 1.0};
specularPower = 70.0;
PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";
class Stage1 {
texture = "ca\wheeled\data\hmmwv_body_nohq.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "ca\wheeled\data\hmmwv_body_smdi.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};
};